Hungry Fog 1 59 59 0 0 true 36e7dbdc-694e-4b1b-b82c-f4d4d89e7936 false false false 0 925653027 false 0 8 0 438335858 false false false false false Hungry Fog 6 2400 N Huge ooze -3 Perception -5 5, touch 5, flat-footed 5 (-3 Dex, -2 size, +0 natural) 59 (7d8+28) Fort +6, Ref -1, Will -3 6 -1 -3 cold 10 10/magic fly 15 ft. (perfect) touch +5 (6d6 negative energy) 15 ft. 15 ft. enveloping mists (DC 17, 3d6 negative energy and staggered) Str -, Dex 4, Con 18, Int -, Wis 1, Cha 1 5 5 12 (can't be tripped) any temperate solitary, pair, or bank (3-10) none Horrid shapes form within this cloying green mist, which pulses sporadically and with seeming voracity. Bestiary 3 0 Bewitching Brume (Su) Any creature within 10 feet of a hungry fog or currently being affected by its enveloping mists must succeed on a DC 8 Will save at the start of that creature's turn or become shaken for 1 round at the half-glimpsed shapes of phantoms floating within the fog. This is a mind-affecting fear effect. The save DC is Charisma-based. Enveloping Mists (Ex) A hungry fog can engulf foes (see Universal Monster Rules in the Appendices). A creature engulfed by a hungry fog does not gain the pinned condition and may move normally-such a creature is not in danger of suffocating, but as long as it begins its turn engulfed, it is staggered in addition to the damage the attack causes. The save DC to avoid the enveloping mists is Constitution-based. Gaseous (Ex) A hungry fog has a body composed of eerie mist. It can pass through small holes or narrow openings, even mere cracks, but cannot enter water or other liquid. It has no Strength score, and cannot manipulate objects as a result. Vulnerable to Wind (Ex) A hungry fog is treated as a Tiny creature for the purposes of determining the effects high wind has upon it (see page 439 of the Core Rulebook). This eerie, vaporous ooze slips silently through the air, a roiling cloud of green fog within which dance the indistinct shapes of twisted, spooky ghosts. Despite its haunting appearance, and despite the fact that hungry fogs often dwell in old graveyards or hunt battlefields, a hungry fog is not an undead creature. Rather, it is a form of gaseous ooze infused with negative energy. Thus, while a hungry fog is not an undead creature, undead gain considerable boons by fighting within a hungry fog, for its mists heal them as surely as they drain vitality from the living creatures caught within. Within a hungry fog, the ooze's mists interact strangely with fragments of those it has consumed, creating eerie phantasms of its past victims. Periodically, one of these shapes might flash with light as if momentarily holding a lantern aloft, but as soon as the figure is approached, it fades away into the surrounding mists, often giving the observer a quick and unsettling glimpse of a skull-like countenance. These shapes, like the fog itself, are not truly undead, but the fact that a hungry fog is hurt by positive energy as surely as if it were helps to blur the distinction and spread even more confusion about its actual nature. A hungry fog is instinctively drawn to areas where negative energy is strong. These nocturnal creatures are particularly fond of sites that are haunted, such as old houses, abandoned graveyards, or shipwrecks along shorelines-although their vulnerability to high winds means that they are rarely encountered in areas where storms are common. 0 0 1 0 0 0 0 bewitching brume (10 ft., DC 8) gaseous, negative energy affinity acid, electricity, ooze traits, sonic vulnerable to wind false true 4 18 1 1 true Bewitching Brume Su Any creature within 10 feet of a hungry fog or currently being affected by its enveloping mists must succeed on a DC 8 Will save at the start of that creature's turn or become shaken for 1 round at the half-glimpsed shapes of phantoms floating within the fog. This is a mind-affecting fear effect. The save DC is Charisma-based. Enveloping Mists Ex A hungry fog can engulf foes (see Universal Monster Rules in the Appendices). A creature engulfed by a hungry fog does not gain the pinned condition and may move normally-such a creature is not in danger of suffocating, but as long as it begins its turn engulfed, it is staggered in addition to the damage the attack causes. The save DC to avoid the enveloping mists is Constitution-based. Gaseous Ex A hungry fog has a body composed of eerie mist. It can pass through small holes or narrow openings, even mere cracks, but cannot enter water or other liquid. It has no Strength score, and cannot manipulate objects as a result. Vulnerable to Wind Ex A hungry fog is treated as a Tiny creature for the purposes of determining the effects high wind has upon it (see page 439 of the Core Rulebook). true false true 5 5 5 0 0 0 0 0 5 12 false false Witchfire 1 115 115 0 0 true 0ec09150-0e07-4ba8-8c20-a5c4b069aaab false false false 0 1529338187 false 0 8 0 438335857 false false Incorporeal Creatures with the incorporeal condition do not have a physical body. Incorporeal creatures are immune to all nonmagical attack forms. Incorporeal creatures take half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects. Incorporeal creatures take full damage from other incorporeal creatures and effects, as well as all force effects. incorporeal false false false false Witchfire 9 6400 CE Medium undead (incorporeal) 10 darkvision 60 ft.; Perception +16 24, touch 24, flat-footed 17 (+7 deflection, +6 Dex, +1 dodge) 115 (10d8+70) Fort +10, Ref +11, Will +10 10 11 10 fly 50 ft. (perfect) incorporeal touch +13 (8d6 fire plus witchflame) witchflame bolt +13 (8d6 fire plus witchflame) 5 ft. 5 ft. Spell-Like Abilities (CL 9th) At will-dancing lights, disguise self, ghost sound (DC 17), invisibility, pyrotechnics (DC 18), ray of enfeeblement (DC 18) 1/day-summon (level 4, 2 will-o'- wisps 50%) Str -, Dex 22, Con -, Int 17, Wis 16, Cha 25 7 +13 31 Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility Bluff +17, Fly +22, Intimidate +20, Knowledge (any two) +13, Perception +16, Sense Motive +11, Stealth +19 Auran, Common, Giant sound mimicry (animal noises) any swamps or woodlands solitary or coven (3 witchfires and hags-see below) standard Bathed in sickly green flames, this insubstantial specter of a beautiful young woman floats just off the ground. PFRPG Bestiary 2 0 Witchflame (Su) Any creature damaged by the incorporeal touch or ranged bolt attacks of a witchfire must succeed on a DC 22 Will save or become engulfed in sickly green flames. While these eerie flames deal no additional damage, the affected creature glows as per faerie fire and becomes sickened. While under the effects of the witchflame, the victim gains vulnerability to fire and takes half again as much damage (+50%) from fire attacks of any sort. This effect persists for 10 minutes. The supernatural flames can only be extinguished before this duration expires by a break enchantment, miracle, remove curse, or wish spell-the effective caster level of the witchflame is equal to the witchfire's HD (CL 10th for most witchfires). Any creature entering the same square as a witchfire or striking it with a melee attack must succeed on a DC 22 Will save or begin burning with witchflame, even if the attack would not otherwise harm the witchfire because of its incorporeal nature. The save DCs are Charisma-based. When an exceptionally vile hag or witch dies with some malicious plot left incomplete, or proves too horridly tenacious to succumb to the call of death, the foul energies of these wicked old crones sometimes spawn incorporeal undead known as witchfires. These ghostly creatures appear much as they did in life, although the grotesque undead energy that births them makes them appear young and attractive and wreathes their insubstantial bodies in a powerful aura of sickly green flame, a ghostly fire referred to as "witchf lame" in local legends. Strings of will-o'-wisps are often found in the immediate vicinity of witchfires and are typically led by the undead, leading scholars to speculate that the creatures feed off of a witchfire's flames and fury. Witchfire Covens Witchfires occasionally join or subjugate existing hag covens (see page 167 of the PFRPG Bestiary). A hag coven that includes a witchfire gains the following additional coven spell-like abilities: 3/day-blight, create undead, fire storm (DC 21), nightmare (DC 18), waves of exhaustion (DC 20). All abilities function at CL 9th, and save DCs are based on a Charisma score of 16. The use of these abilities functions identically to other coven abilities. Such covens must have at least one living hag, as covens of three witchfires gain no coven-related abilities. 0 0 1 0 0 0 0 incorporeal, witchflame fire, undead traits false <div><p><p>When an exceptionally vile hag or witch dies with some malicious plot left incomplete, or proves too horridly tenacious to succumb to the call of death, the foul energies of these wicked old crones sometimes spawn incorporeal undead known as witchfires. These ghostly creatures appear much as they did in life, although the grotesque undead energy that births them makes them appear young and attractive and wreathes their insubstantial bodies in a powerful aura of sickly green flame, a ghostly fire referred to as "witchf lame" in local legends.</p><p>Strings of will-o'-wisps are often found in the immediate vicinity of witchfires and are typically led by the undead, leading scholars to speculate that the creatures feed off of a witchfire's flames and fury.</br><b>Witchfire Covens</b></br>Witchfires occasionally join or subjugate existing hag covens (see page 167 of the <i>PFRPG</i> Bestiary). A hag coven that includes a witchfire gains the following additional coven spell-like abilities: 3/day-<i>blight</i>, <i>create undead</i>, <i>fire storm</i> (DC 21), <i>nightmare</i> (DC 18), <i>waves of exhaustion</i> (DC 20). All abilities function at CL 9th, and save DCs are based on a Charisma score of 16. The use of these abilities functions identically to other coven abilities. Such covens must have at least one living hag, as covens of three witchfires gain no coven-related abilities.</p></div> true 22 17 16 25 true Witchflame Su Any creature damaged by the incorporeal touch or ranged bolt attacks of a witchfire must succeed on a DC 22 Will save or become engulfed in sickly green flames. While these eerie flames deal no additional damage, the affected creature glows as per faerie fire and becomes sickened. While under the effects of the witchflame, the victim gains vulnerability to fire and takes half again as much damage (+50%) from fire attacks of any sort. This effect persists for 10 minutes. The supernatural flames can only be extinguished before this duration expires by a break enchantment, miracle, remove curse, or wish spell-the effective caster level of the witchflame is equal to the witchfire's HD (CL 10th for most witchfires). Any creature entering the same square as a witchfire or striking it with a melee attack must succeed on a DC 22 Will save or begin burning with witchflame, even if the attack would not otherwise harm the witchfire because of its incorporeal nature. The save DCs are Charisma-based. true Bluff 17 Fly 22 Intimidate 20 Knowledge any two 13 Perception 16 Sense Motive 11 Stealth 19 true Combat Reflexes Dodge Improved Initiative Lightning Reflexes Mobility true 24 24 17 0 7 0 0 1 13 31 false false